protected override bool OnEndState() { isAttacking = false; isMoving = false; fSM = null; units = null; index = 0; isPathRequested = false; GameManager.Instance.PassTurn(); return(true); }
public override bool ExecuteState(FSM fsm) { if (!isInit) { fSM = fsm as AiFSM; isInit = OnStartState(); } if (OnExecuteState() || ForceQuit) { fSM.ChangeState(AiFSM.AiStates.WAIT_FOR_TURN); return(OnEndState()); } return(false); }